Closed martinromero closed 7 years ago
Hey Martin!
A cloth sim baker of some sort would definitely be feasible. I think someone brought it up a while back, but it lost traction since it hasn't been brought up since.
I'll need to look into it since I haven't done a whole lot with cloth, but I imagine the tool usage being similar to the destruction tool I have been working on:
As for the processes for the tool, I have a clear line from what you've described. I shouldn't need it, but I'll definitely let you know if I need more information.
Hi Steven
Yes, pretty much similar to the destruction tool.
Later, Martin
On Fri, Feb 5, 2016 at 4:30 PM, Steven Burrichter notifications@github.com wrote:
Hey Martin!
A cloth sim baker of some sort would definitely be feasible. I think someone brought it up a while back, but it lost traction since it hasn't been brought up since.
I'll need to look into it since I haven't done a whole lot with cloth, but I imagine the tool usage being similar to the destruction tool I have been working on:
- Select Cloth Object(s) in the DOP network
- Click tool
- Export resulting subnet with geometry and animated skeleton
As for the processes for the tool, I have a clear line from what you've described. I shouldn't need it, but I'll definitely let you know if I need more information.
— Reply to this email directly or view it on GitHub https://github.com/sideeffects/GameDevelopmentShelf/issues/2#issuecomment-180634084 .
Martin La Land Romero www.martinromerovfx.com (415)261-2172
Spent a couple hours this morning working on a simple cloth rigger that works with the following instructions:
It works with Unity, but insta-crashes on import with UE4. Houdini's skeleton system is a little different since it's based on bones as opposed to a joint-based system. As a result, it likely writes out to FBX a little differently.
Need to do further testing, error proofing, and allow the ability to select multiple cloth objects. The tool can be found in the Experimental branch for now.
That's Awesome man, let me know if I can help out. Looking forward to it. Martin
FYI: 4.10.2 results in some access error. According to the selected answered, this was resolved in 4.11 Preview 2. I'm checking out 4.11 Preview 5 and the cloth animation does import.
Thanks Steve!
Hey Steven
Is it possible to create a sort of optimizing bones tool for the cloth rigging? currently im looking at over 600+ bones for a piece of cloth for some hi fidelity playback, it be great if we could reduce the bone count and have the weights blended over the new reduced count.
Another suggestion, is it possible to have the Vertex Anim script work on 'file' nodes? I'm running into situation where I have to do post-sim tweaks and Id love to have the script run after my changes.
Thanks!
-A
Haha. I'm not actually working on this anymore since SideFX took it over :P
As for my tools on here, the furthest I got with optimization is removing keyframes that remain the same. So if you have 600 points, there will be 600 bones. I believe the final node worked on any SOP as well.
Anyway, @lkruel should be able to help you out more since he took this over.
Hey @Moferad That's on our list of tools to build, hope to get to it shortly
Luiz
Happy to finally be able to close this old RFE. Tool has been submitted into the Development branch. Info here: https://www.sidefx.com/tutorials/game-tools-skinning-converter/
Kickass Work man!
On Tue, Dec 5, 2017 at 3:28 PM, Ambrosiussen notifications@github.com wrote:
Closed #2 https://github.com/sideeffects/GameDevelopmentToolset/issues/2 .
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Ok, it's finally done, I am very glad, good job. Martin
How about a shelf tool that automates the process of backing /skinning cloth sim to animated geo with bones to use inside game engines.
I have created a python tool that does it inside Maya.
After I have created my cloth simulation and cached it out > I select the cloth sim and hit one button that > creates bones per each vertex of the cloth > parents those bones to each vertexpoint > Key the position of each bone over the length of the simulation > duplicates the the original geo and skin the bones to the duplicated piece. I can email my tool if more details are needed.
Thanks Martin